This is the official rulebook for the Frontier Dawn LARP 2018 season. This rulebook will guide you in making your character and give you an outline of how to play the game. Please check out the lore descriptions on our website.

The content contained in this official rulebook is copyright of Eternal Pizza Party Productions Incorporated and may not be used without express permission.

Safety Terms & Rules

Holds and Clarifies

Hold:

When someone says “Hold!” it means a dangerous or serious situation is occurring. Everyone is required to take a knee until the hold is resolved. Anyone else who hears “Hold!” should also call it out to ensure everyone hears it and is aware of the pause in the game.

Clarify:

Sometimes during the game people will say, “Clarify” before asking a question out of game. This can be done by any player when they would like to know an effect or another appropriate clarification about a situation.

Caution:

When someone says, “Caution!” it means that a dangerous situation is about to arise. An example would be if you are fighting a non-player character(NPC) and you notice they are about to get to close to a bench where they could potentially trip. You could say, “Caution. There’s a bench there.”

Scene:

This is called when a staff member is about to describe an in-game effect or paint a complex picture in the player characters’(PCs’) heads such as, “The ground fills with lava and huge demonic hands spring forth.”

White Headbands:

Frequently someone calling a scene will have a white headband on. This is to signify that they are not in-game. Any time that anyone (staff, NPC, or PC) is out of game, they should wear a white headband. You may also hold your weapon above your head, or place a closed fist above your head to signify you are out of game.

Rules of Consent and Personal Safety

At FD we use 4 techniques of handling intense situations. It is hard to know every players’ fear or keep track of what may cause duress for some people, but we want to make sure our players are safe while at the same time create situations in-game that cause intense drama and have a element of horror. We will never have content aimed at suicide or sexual abuse.*Please note that we will have immersive, intense, potentially stressful and horrific mods that are meant to enhance, dramatize, and thrill, but the player’s safety and mental well being are always our top priority.

The Stoplight Rule:

If you are ever in a situation and feel it is approaching an uncomfortable place say “yellow light” to let the player or NPC know that they need to cool it down. If things continue say “red light” and that person has to stop, step away, and let you collect yourself in any way you see fit.

The Space Rule:

Sometimes people need time to re-energize or take it easy. We will never penalize anyone for needing some time to collect themselves or recharge. If you need to step away from a mod, you have the right to not be questioned about it and have your space. You may need to clarify that you are out of game if approached.*Please note that you are responsible for your own self care. If you need to step back the mod will continue unless a hold is called.

The Rule of Consent:

PCs and NPCs must ask consent before physically touching you. Physical role play in our game is defined by touching the arms, legs, upper back, or stomach only, when asking for physical RP permission please state “do you consent to physical RP?” If you wish for a player not to touch you in any of the assigned physical RP spots please state “No,” or “ Yes, but just not my X.” Most in-game props not on your character can be physically taken with the exception of bags. Players are not permitted to touch, look inside or move another player’s bag or pouch without permission in or out of game.

The Orange Wristband Rule:

Players who wish to have their boundaries pushed by dramatic, intense situations and horrific scenes may choose to wear an orange wristband. This indicates that you are fine with small amounts of physical roleplay, physical challenges, and horrific scenes. If we think there will be orange content on a mod, the NPC hooking it will say “things could get hairy”. ‘Hairy’ mods will never have anything on them that would punish you progression or powerwise. Players have the right to ask the marshal in the white headband if something involves X content. That marshal will reply yes or no. Please note that NPCs may follow this rule as well. If you do not see an NPC with an Orange wristband you must ask permission first before physical RP.

Red Headbands:

For a variety of reasons, players with red headbands are not participating directly in combat in-game. Players wearing red headbands may not touch others or be touched during combat except by spell packets. If someone wishes to attack someone with a red headband with their melee weapon they swing the weapon in the air in front of the person with the red headband and say their damage and any effects.

Combat

Frontier Dawn is a lightest touch, boffer/latex LARP. In order to maintain a safeandimmersive combat experience all players and NPCs are required to roleplay damage when taking hits. Please be mindful of your surroundings when in combat. Charging into combat is not permitted. All combat rules apply to both PCs and NPCs.

Attacking

Weapon strikes

All weapon strikes must be lightest touch and cannot be delivered to a player’s head, groin, feet or hands. Thrusting is allowed with boffer weapons only after a member of rules staff has determined that it has sufficient padding on the tip and as long as the weapon retains that padding on its tip.

When delivering base weapon attacks you must call damage number and, if applicable, source type. Example: “1 fire” When delivering multiple base weapon attacks you must complete the damage+source script before delivering the next strike.

When delivering a skill with your weapon you must state the skill name before you hit with your weapon. If your swing hits, then you must immediately state the damage and effect before doing anything else. Example: “eye gouge” Hit. “1 damage, blind”

Spell/Packet strikes

Spell packets must be lobbed or tossed and should not be thrown in a dangerous manner. Just like weapon strikes, they cannot be aimed at the face, hands, or groin. This applies to packet archery as well.

When delivering a spell you must first complete the spell verbal, damage, and effect. When delivering multiple spells you must complete the verbal+damage+effect script before delivering the next spell. (See example above)

Ranged strikes

When delivering a ranged attack with a bow or crossbow you must count out loud, “Aiming 1, Aiming 2, Aiming 3,” before throwing a packet at your target. You must have a bow physical representation(phys rep) in one hand in order to deliver this attack.

When delivering multiple skills, spells or base attacks you must complete the skill+damage+effect scripting as outlined above for the first attack before calling the other. For example: weapon strike “skill name, damage, effect”, weapon strike “damage” etc.

Defending

Defenses must be called within 5 seconds of taking damage or an effect. There are 4 types of defenses:

Block

Defends against a body attack

Ward

Defends against a mind attack

Willpower

Defends against a spirit attack

Mitigate

Defends against the damage from any type of attack. Does not defend against effects.

Characters get 1 use of a defense when they take 1 insight in an attribute list and unlock subsequent defenses when spending additional insight depending on which attributes they spend insight in. Defences are unlocked every odd insight of a Path or Attribute list.

Shields and weapons do not block spells unless altered by enchantments/modifications to do so.

Armor

Any player can wear any armor type for it's base benefit. Each armor type offers a certain number of armor points(AP). While worn, any physical damage you take will affect your armor first. Once your armor points have been used the armor is considered damaged and offers no protection until you recuperate(recoup).You may recoup a damaged set of armor for 3 events, after which it is considered broken and must be repaired by a Smith/Tailor or replaced.

You must have an armor phys rep that covers at least your torso in order to gain its benefit. If you are wearing more than one armor material on your torso you may specify during the check in assessment which material you wish to count towards your AP. You must be wearing your armor phys rep in order to use your AP. Exceptions to this rule, such as dangerous weather conditions in summer months, will be made by a staff member and announced before lay on.

EVA foam armor is allowed as an armor phys rep as long as it is crafted to accurately represent its in-game material. Armor will be assessed for its armor type by a staff member at check in and you will be issued an item card by a staff member.

Armor Types

Light Armor (3 AP)

Cloth, Soft Hide, Soft Leather

Medium Armor (5 AP)

Hardened Leather, Chainmail

Heavy Armor (7 AP)

Plate, Bone, Scale

Death & Dying

Death Count

When your health is reduced to 0 you begin bleeding out. While you are in your death count you are comatose. A player’s base death count is 4 minutes long. This time can be lengthened with certain passive skills or abilities. Being healed during your death count revives you and allows you to regain consciousness. If you are not healed by the end of your death count you have bled out and died.

Detriments

Once you have died you must report to the NPC hut to choose a detriment from a deck of cards. The detriment affects your character for three consecutive events and you can acquire more than one detriment at a time. Each time you draw a detriment a death card is added to your deck in its place. If you draw the death card you may not be able to resurrect and your character is considered “permed”. You will then be allowed to go through final judgment. Every death increases your odds of drawing a death card.

Resurrection

After dying and receiving a detriment you return to the in-game location of your body. Your body regenerates itself and you regain consciousness. You retain the memory of every aspect of your death. Resurrection only happens in the new land and players have not witnessed this happening before on the old continent. Players are encouraged to roleplay the effect this event has on their characters mentally and emotionally.

Weapons

Note: Any player can use a shield as well as any weapon for it’s base damage. This includes fist boffers.

Safety

All weapons must be boffer or latex and meet the length restrictions defined below. Players must have their weapons assessed for safety and approved by a staff member before the start of each event. Any weapon that is unsafe is not to be used or worn at event.

If at any time during an event another player or staff member feels a weapon is or has become unsafe, the player must allow a marshall to re-check the weapon. If the weapon is deemed to be unsafe, it will be removed from the game and returned to the player’s sleeping area or be held at the staff hut until the end of the event. It is the player's responsibility to maintain their weapons and gear and to secure a replacement for a broken or unsafe weapon. The following are examples of conditions that would make a weapon unsafe: exposed cores, sharp edges, cracked duct tape and exposed foam, cosmetic attachments of material other than foam or latex such as metal studs, rope on border areas.

Weapon Size

Small Weapon

Length 18-24”. Base damage of 1Example: Dagger, Baton, Scepter

One-Handed

Length 24-42”. Base damage of 1.

Example: Short Sword, Axe, Hammer, Mace, Club

Bastard Sword/Spear

Length 40-50”. Base damage equal to how it’s wielded by the player. Weapons this size may not be dual-wielded.

Two-Handed

Length 48-60”. Polearm/Staff Length 50-60”. Base damage of 2.

Example: Longsword, Broadsword, Axe, Polearm, Great hammer, Staff

Ranged

Must have boffer safe phys rep for ranged weapons. Packet archery only. Bows may not be used to bash or push a player or NPC. Bows may be used to block weapon strikes in combat.

Bow/Crossbow - Must have boffer safe phys rep. Base damage of 2.

Throwing Dagger/Shuriken - Minimum length 6”. Base damage of 1.

Wrist Crossbow - Base damage of 1

Fists/Claw

Length 18”. Base damage of 1. All players can use fists.

Shield

Shields can be no wider than a player’s shoulders and cannot be longer than shoulder to knee. They can not be used to bash or push another player or NPC.

Terminology

Ally - Affected target will not attack you andwill come to your defense if you are attacked

AOE– [Area of Effect] Targets within 5 feet of the player or packet. Number of targets specified in skill

Attack – An offensive ability, effect, or strike

Attributes - Body, Mind, and Spirit

Back Strike – A successful hit with a weapon from body(dexterity) on the back torso of a target

Base Damage – The damage you deal with a weapon or spell unaltered by skills or passive abilities

Blind – Affected target is considered blind. The target may not attack or defend. The target may still use buffs. This effect lasts for 5 seconds unless noted by the skill. FOR SAFETY PLEASE DO NOT CLOSE YOUR EYES

Block - Defense against a single body attack or skill

Blueprint -Used to create buildings.

Break limb – Affected limb cannot be used up to 2 events

Buff – Latent skills or abilities that can be stored until specified in the skill, the end of period or when evoked. Target/player may only have one buff of each Attribute at a time, unless otherwise stated in the skill. Casting another buff of the same Attribute to a target does not forcefully replace the prior buff. Target may choose to replace a friendly buff.

Captivate - Affected target is drawn towards the caster at heel to toe pacebut cannot attack caster for the duration specified in the skill. Affected target may still use defences

Cast(ing) -Any skill delivered by laying a hand upon or throwing a spell packet. You must have one free hand to cast. Roleplay is dictated by the skill. Casting is interrupted by damage to the caster.

Channel - A method of delivering a skill. You must say out loud, “Channel 1, Channel 2,” etc. for the number specified in the skill. You must have one free hand to channel. Roleplay is dictated by the skill. Channeling is interrupted by damage to the caster.

Compulsion - Affected target must obey commands but cannot harm themselves for the duration of the skill. Taking damage breaks this effect.

Defend- The act of preventing damage or effects. Skills and effects can be defended by calling the appropriate defense of Block, Willpower, Ward, or by parrying or blocking them with a weapon or shield

Disable Limb– Affected limb hangs at the player’s side and is useless until recoup.

Disarm– Affected target physically drops their weapon and cannot pick it back up for 5 seconds

Dual-Wield - Using two one-handed weapons. Bastard weapons cannot be dual-wielded. You cannot cast spells or heal while dual wielding.

ECL - [Effective Character Level]The cumulative amount of insight spent on a character.

Fear – Target must roleplay being afraid. The affected target must choose fight or flight

Fight - Target is taunted and can only attack for 10 seconds

Flight - Target must retreat and can only defend for 10 seconds

Hidden – Affected target cannot be seen as long as you do not move, attack, or use a skill, unless otherwise stated in a skillIntercept- Become the target of a Body attack that has hit a target, within weapon distance.

Invisible– Affected target cannot be seen for duration of the skill. Attacking, using a skill or a spell breaks Invisibility.You can move while Invisible.

Invoke - 3 syllable verbal required by some skills. Interruptible when attacked by skills, and weapon or packet strikes

Reflect - attack damage is returned to the attacker. This damage can only be defended with a defense

Recoup (Recuperate) - Player must sit/rest out of combat within 10 feet of the Ley Stone for 10 minutes. Afterwards they regain usage of spent skill slots, all buffs are reset, and armor is repaired(see above rules about repairing armor).

Schematic –Used by paths to craft objects

Sever limb – Affected limb is gone/unusable indefinitely

Silence – Affected target may not speak or cast spells for the duration of the effect for 5 seconds

Slow – Affected target moves heel-to-toe for 5 seconds

Source - The focus you choose to take or to follow within an attribute

Spell - 5 syllable verbal required by some skills, interruptible when attacked by skills, weapon/packet strikes. You must have one free hand while casting a spell.

Stagger – Affected target takes a step backwards and cannot move from where they stand for 5 seconds, may still attack and defend

Stance - the player calls and roleplays that they are in a stance and activates a buff. You must stand in place during a stance. Moving or being moved breaks a stance

Status Effect- Any effect that lingers on a character for a set amount of time

Stun - Cannot do anything including talk for 5 seconds, any attack breaks a stun

Sunder– Affected item is unusable until repaired.

Taunt- Affected target must attack the caster for 5 seconds or as noted by the skill

Tier Usage - refers to the tier of a skill and how often you can use it based on the tier and ECL or your character as outlined in the usage chart. In-game this will be referred with the following terms.

Ward - Defense against a single mind attack or skill

Weapon strike- To successfully hit a target with a weapon (melee or ranged)

Willpower - Defense against a single spirit attack or skill

Hex Actions

Tools: Each player will choose a tool to come into game with at insight 1. This will allow them to perform a hex action in between events by submitting the hex action form on time. You can upgrade your tool for better results, or purchase new ones from crafters at game to open other hex action options. Human players have the option of starting with 1 of every gathering tool. Players are not limited to one tool and may purchase additional tools, or trade their tool with other players.

Players can choose one option from explore, gather, build, use building, research, or write letters in between each event attended for their hex action. Exploring and gathering will automatically gather surplus goods. Surplus goes into a shared pool for the town and is required for building.

Actions that earn renown:

Explore: Select a location on the hex map that is black but adjacent to an open hex and select an explorers tool to use. All the players in the exploring party must reach the ECL requirement of the hex. Earn 5 renown and random resources. The amount of these resources is less than with the ‘gather’ hex action.

The Exploring Party: Other players may go with an explorer to help with the ECL requirement, but only the player who is considered “exploring” needs the appropriate tool and gains the renown. Other players will submit a ‘gather’ action on the hex being explored for their hex action

While exploring it is possible to encounter random scenarios that may cross over into in-game mods that will start immediately at the beginning of the event. This is very rare and determined by pre designated locations and conditions on the hex map.

Gather: Select a location already unlocked on the hex map and a gathering tool to use. Earn resources based on the type of tool you use and 1 renown.

Request to Build:Select a blueprint that has been unlocked from the library on the hex map page. Players must reach requirements of that building and the appropriate town surplus must be available. You assist in building this building. Note most buildings will be built in the town hex A-1 but there may be some exceptions which will be noted by the blueprint. Earn 5 renown. If your request is denied based on available resources, you will be given the option to choose another action.

Use Building: Select an existing building and use the effects of that building. See Blueprints for more details.

Actions that require Renown:

Research: Choose a topic from the drop down menu of topics available that month that you have the required renown for. Renown cost to be determined each month. The player will receive 1-3 paragraph response from staff by next event.

Write Letters: Choose a location from the drop down menu. Renown cost to be determined each month. Write a 1-3 paragraph letter to a character in that location. These locations are based on where the boats are traveling back to in Erolan. The player will receive 1-3 paragraph response from staff by next event.

Searching/Loot

The primary way in which players will earn resources is between events through actions they perform within their chosen tools. However, sometimes NPC’s will drop specific items that players can gather. Not every monster or enemy will have loot. All players are able to gather basic components. You must RP 10 counts of searching by saying out loud, “Searching 1, searching 2, searching 3, etc.” and the NPC will then hand you an item if they have one.

Looting another PC’s dead body is considered pickpocketing and generally frowned upon in-game so be sneaky about it if you wish to do it at all. You must RP 10 counts of searching and then contact a martial. You may not remove any items from a player until a martial is present. This is the only instance in which you can use pick-pocket without purchasing it from an attribute list.

Traps/Locks

Traps are made by crafters but can be set by any player. They are represented in-game by item cards. The item card must be secured to a packet or other in-game object and you must roleplay 10 counts of arming by saying out loud, “Arming 1, arming 2, etc.” at which point the trap is considered active. All traps have a 5 foot radius from the point of origin and last until they are triggered or disarmed. Traps placed by players require that player to remain in line of sight to call out when the trap is triggered. The phys reps for traps can be anything from brightly colored spell packets to paper plates. Player traps must have written descriptions attached to them so that the target can take the effect quickly.

Locks are made by crafters but can be set by any player. A lock’s ownership is written on its item card and only that player can open it freely. When you sell or lend a lock you are transferring ownership even if temporarily to another player. A lock’s ownership is specified on its item card. If no owner is specified then ownership defaults to the crafter. To set a lock, attach its item card to the door or object. Locks have different tiers that correspond with their difficulty. Locks can be reused, however if a lock has been picked or broken it must be repaired or replaced.

Character Creation

New players start off with 1 insight and 10 build. You gain 1 additional insight and 5 build for each game attended, with the option to buy 2 purchasable build. Currently, the most insight you can spend on base lists is 20.

Insight and Effective Character Level (ECL)

Every time you invest insight it is counted towards your total character level. Insight is gained each event and is used to unlock levels in the attributes and paths. The total spent insight is equal to your player level regardless of which path or attribute you choose. For example: you may have 2 insight into body and 1 insight into mind but your effective character level or ECL is 3. Your friend has 3 insight in mind and is also has 3 ECL 3 character. ECL determines how many uses of a skill you have per recoup according to the chart below:

Uses

Level

Tier 1

Tier 2

Tier 3

Tier 4

Tier 5

1

3

1

2

3

2

3

4

2

4

4

2

1

5

4

2

2

6

4

3

2

7

5

3

2

1

8

5

3

2

2

9

5

3

3

2

10

5

4

3

2

1

Effective Character Level and the Common List

As players gain ECLs they gain access to skills on the common list. These skills are only unlocked once the player has spent the insight in a path or attribute. Insight is not spent on the common list.

Recuperation

In order to recuperate your skill uses, you must meditate at a leystone for 10 minutes. Leystones will be placed throughout the town and players will be notified as to where they are located on the campsite.

Build

Players start with 10 build to use when making their character and gain 5 build each event attended. Build is used to purchase skills from available path and attribute levels. A skill’s build cost is always equal to its tier unless otherwise noted as a passive. Once a skill is purchased you may use it as many times as your character level permits per recoup period. When you purchase a skill before a game you can use it the next game.

Building A Character

First, you will need to choose a race and a kingdom. See our website at www.frontierdawnlarp.com to read more about each option. Then you will pick a hex action tool to gather resources that can be used for crafting, trading or upgrading the town. After picking a hex action tool you will need to choose an attribute or path. Paths are have crafting skills as well as some combat abilities, while attributes are focused more on combat abilities. Only one path may be chosen. There is also a common list that can add greater depth to your character.

Frontier Dawn is a classless system and you are free to combine any attribute(s) with any path as long as you have the necessary build and insight. For example: you could be an Orc/Alchemist from Yomi who uses body and mind.

RACIAL SKILLS

You can only choose 1 of these skills for your character. All Racial skills are once per day.

Players defend from these skills depending on how the skill is delivered. Ie. weapon strike defended by Block, packet strike defended by Ward.

Racial Skills

Race

Base Health

Skill

Alfar

6 Health

Shadowcloak/Suncloak: Once per day, reflect a mind effect back at the casterTerrifying Beauty/Awe Inspiring: Once per day, invoke, packet strike, target is affected by fear

Bobbins

4 Health

Epicurean: Once per day, defend against ingested poison or ingredient

Bobbin Bravery: Once per day, defend against a fear effect

Djinn

5 Health

Slippery: Once per day, defend against a pin effect, or may escape from being physically boundFamily Bonds: Once per day, intercept, and defend for free for another Djinn within weapons distance.

Dwarves

6 Health

Stubborn:Once per day, defend against a movement effect. Does not negate damageBattering Ram: Once per day, weapon strike, target is affected by stagger, 10 seconds. Can not be stopped by a shield

Fae

4 Health

Winter's Embrace/Summer's Serenity: Once per day, invoke, swing ice or fire based on your Fae type for 30 seconds.Overgrowth/Cold Snap: Once per day, packet strike, target is affected by slow, 1 minute

Humans

5 Health

Jack of All Trades: Human players start out with one of every gathering tool.

Unwavering Spirit: Once per day, defend against an mind effect

Obake

4 Health

Honorable Tradition: Once per day, intercept a physical attack that has successfully hit a target within arm's length, attacker is disarmed

Tea Ceremony: Once per day, 5 minute uninterrupted RP, you and anyone at a Leystone can recoup in 5 minutes instead of 10

Orcs

6 Health

Mogatai Swiftness: Once per day, throw packet, movement to packet location, up to 10ftInner Calm: Once per day, rage. Can tell friend from foe when under rage effect

Therians

Wishlings

6 Health

Third Eye: Once per day, sense that a hidden target is within 10 feet, caster can see the target and the target can no longer hide from caster for next 5 minutes.Strange Tidings: Once per day, AOE 10 ft, up to 3 target creatures affected by stun for 10 second

KINGDOM SKILLS

Alfheimr

Once per day, target is captivated to you for 30 seconds while in or out of combat

Azarak

Dwarven Engineering

Once per day, 1 minute RP, repair armor

Barrleybuck

Gift of the Hearth

Once per day you may recuperate by any campfire/fireplace, 10 minutes.

Boreal-Lurin Bazaar

1001 Nights

Once per day, out of combat, RP 1 minute to put a target under a compulsion as long as you continue the RP for up to 5 minutes

Draioch

Eye of Druth

Once per day, caster knows if an object or area is vile

Durgheim

Iron Dominance

Once per day, target is immune to fear for 5 minutes

Eternalwoad

Child of the Forest

Once per day, channel 5 while in contact with a tree. You remain melded with that tree for 5 minutes or until the tree takes damage.

When you are melded you are hidden and can only be detected by magical detection

Grand Caravan of Bhutaar

Animal Friend

Once per day, 10 second RP, a natural beast regards you as ally 5 minutes

Harshhorne

Jury-rigged

Once per day, RP 5 seconds, upgrade one weapon to do +1 base damage for a period. The weapon is considered broken afterwards and needs to be repaired. An item can only have 1 upgrade at a time

Il Paraonde

Merchant Persuasion

Once per day, 10 second RP, compulsion, target is inclined to sell item for 20% less than its asking price

Pheia

Barrier Magic

Once per day, block

Sahir

Eye for Detail

Once per day, caster knows if an object or area is magical and the skill/source

Therian Tribes

Hunting Instinct

Once per day, you can determine what animal or being left tracks, and follow that instance of tracks.

Valsan

Hand of Valsan

Once per day, out of combat, point to an object within 10 feet of you and interact with it. Must have line of sight. Can move an object up to 5 pounds

White Cloud Republic

Hiding the Goods

Once per day, hide a small item up to 12” on self

Yomi

Courtly Composure

Once per day, defend against a compulsion, captivate, or taunt

Zenith

Training in the Old Way

Once per day, challenge target to 1v1 sparring, first 3 weapon strikes on either the target or caster ends the sparring, winner gets an additional block until recoup, loser gets an additional mitigate until recoup

ATTRIBUTES/COMBAT

BODY

“Every hammer is great to a dwarf” - Dwarven Proverb

You may only use the weapons of your focus to deliver the skills of that focus. If a focus is not specified in the skill, you may deliver it with any weapon.

Choose one of the following focuses:

Dexterity:

Small and ranged weapons.

Endurance:

One-handed while using a shield, two-handed weapons, bastard weapons(in two hands) and bows.

10 seconds RP analyzing target within 10’ for weaknesses, next weapon or packet strike on target delivered by user requires 2 defenses from that target to stop

4

Deadly Strike

Skill

Weapon Strike, +5 base damage

4

Vendetta

Skill

After you hit zero health, select another skill, target that dropped you to 0 health takes effects from that skill, this requires 2 defenses to stop

4

Tendon Strike

Skill

Weapon Strike limb, target takes a Break Limb, Pain 10 seconds

4

Garrote

Dexterity

Back Strike, deal +6 base damage, target takes Silence, 30 seconds

4

Parkour

Dexterity

Instant, at base of object, climb/rappel up to 20 feet

4

Mighty Strike

Endurance

Weapon Strike the ground, 3 targets take 6 damage, AOE Knockback

4

Charge

Endurance

Movement, you and 2 allies within weapons distance move 10’ toward an enemy and gain +1 base damage on the next attack

4

Impale

Alacrity

Weapon Strike, target takes Pain, Pin 5 seconds

4

Swift Strike

Alacrity

Movement, up to 15’, Weapon Strike, up to 3 targets take +4 weapon damage and Stagger

Insight 10

Cost

Name

Type

Description

7

Sound Body V

Passive

+3 Health

Heroic Stand

Specialization: Endurance

Once per day you may continue to fight at 0 health for 1 minute this skill replaces your death count, and you are dropped to zero with 1 minute left in your death count. You cannot be healed while Heroic Stand is in effect. Caster is in pain and cannot use any skills until next recoup.

Dance of Steel

Specialization: Alacrity

Once per day Reflect all basic attacks for 1 minute, must RP for duration of skill

Assassination

Specialization: Dexterity

Once per day, Back strike, +20 damage

Master skills

5

Get’ em!

Alacrity

Select target, you and up to 2 allies deal +2 base damage against a single target, 5 minutes

Spell, AOE, Movement, choose up to 3 targets within weapons distance of each other, deal +4 lightning damage to first target, +2 to the 2nd target and +1 to the 3rd target, must move from target to target

Spell, Buff, self only, attacks and spells deal fire damage instead of their normal damage type. While this spell is active, any physical attacks to the caster, even if they’re are defended, deal +6 fire source to the attacker, 1 minute

5

Deep Freeze

Ice

Invoke, AOE up to 10’, up to 6 targets take Stun and +4 Ice damage, than take Slow, 1 minute

5

Earthbound

Earth

Invoke, Buff, self only, caster is Immune to all effects and damage, can only deal base damage, Slow, up to 1 minute

Spell, Attacks and spells deal shadow damage instead of their normal damage type. While this spell is active, you may Channel 3 to call a Invisible, Movement 5’ effect, 5 minutes

SPIRIT

“The world is becoming a dangerous place. I can feel it in my bones. It will need great leaders of spirit to steer the world in the direction it must go” - Unknown

Hallowed:

The power one receives from a deity in return for service can be deadly to the deity’s foes or beneficial to the anointed’s allies. Maintaining the facets and beliefs of that deity is integral. Every deity’s service is different. Hallowed skills are delivered through praying or other roleplay of a sacred nature.

Sonus:

Certain people can feel the latent power and thrum of a song, dance, or poem. Some are able to manifest this power to aid themselves and their allies. The devastating powers of a trained bard have been known to shatter mountains and inspire armies to win against overwhelming odds. Sonus skills are delivered through song or performance.

Primal:

These are the forces of the natural world and those of the spirits of one’s ancestors and deceased animals. Those blessed by the primal forces feel a call to protect all that is natural and verdant. One who disrupts the sanctity of nature or the spirits has to contend with those blessed with the power of the primal. Primal skills are delivered by communing with nature in various ways.

When spending your 1st Insight in spirit, choose one of the three sources listed below. Those anointed in the hallowed source must follow a deity.

Once per recoup, RP 10 seconds, can sense targets that are hidden within 10ft, 1 minute, must have roleplay reason to search the area

3

Nature’s Eyes

Primal

Once per recoup, can sense the presence of natural beasts within 25’.

Insight 3

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

At Insight 3 gain an extra use of Willpower

1

Quake

Skill

Spell, Packet strike, 2 targets take Stagger

1

Cleanse

Skill

Invoke, remove a Spirit skill effect on target

1

Voice of Truth

Skill

Invoke, others can divinely tell if the caster is trying to deceive them in any way, 1 minute

2

Cure Light Wound

Skill

Invoke, Touch or Packet strike, target heals focus +3 health

1

Smite

Hallowed

Invoke, Weapon strike, deal Hallowed base weapon damage

1

Repel the Wicked

Hallowed

Spell, Packet strike, Knockback, vile targets take Fear

2

Radiant Smite

Hallowed

Invoke, Weapon Strike, deal +3 Hallowed damage

1

Interlude

Sonus

Spell, Packet strike, Silence, 5 seconds

1

Sour Note

Sonus

Spell, Packet strike, +2 Sonus focus damage

2

Horrific Visage

Sonus

Invoke, Packet strike target takes Fear

1

Entangling Root

Primal

Spell, Packet strike, target takes Pin

1

Thorns

Primal

Invoke, Packet strike, target takes Slow

2

Shillelagh

Primal

Invoke, Weapon strike, deal +3 Primal Focus damage

Insight 4

Cost

Name

Type

Description

2

Sound Spirit II

Passive

+1 Health

4

Focus Increase

Passive

+1 focus Increase

3

Blessed Circle

Hallowed

Once per recoup, RP 30 seconds, draw a 5’ circle, with chalk, rope or yarn. If a target with the Vile subtype crosses the circle, they must yell “ALARM” as loud as they can for 10 seconds. Functions as a trap. Expires upon recoup.

3

Germinate

Primal

Once per recoup, RP 30 seconds, draw a 5’ circle, with chalk, rope or yarn. If a target with thevile subtype crosses the circle target is slowed while in the circle. Expires at the end of the period

3

Cacophony

Sonus

Once per recoup, negate all AOE effects within 10’ centered on caster, for 1 minute while performing

Insight 5

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

At Insight 5 gain an extra use of Willpower

2

Ethereal Countenance

Skill

RP 10 seconds, packet strike 2 targets, targets must remain 10’ away from you for as long as you perform, channel, or pray, up to 1 minute

Once per recoup, Double the duration, healing, or damage from one packet strike/weapon strike of a skill up to Tier 3

5

Radiant Beacon

Hallowed

Once per recoup, AOE 5 targets, Vile targets take taunt

5

Choir

Sonus

Once per recoup, the player may gather two other players with Spirit Insight to form a Choir. The Choir may perform (sing, chant, otherwise RP in unison, within 5 feet of each other) up to 5 minutes. During this time, lesser "Vile" creatures cannot come within 5 feet of any of the three Choir members, allies within earshot swings sonus damage

5

Lizard's Tail

Primal

At the end of a period may regrow all broken/ severed limb

Insight 9

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

At Insight 9 gain an extra use of Willpower

4

Holy Defense

Skill

Spell, Stance, caster raises arms to sides, caster is immune to damage and skills, but cannot perform any other actions, up to 5 minutes

4

Esper

Skill

Invoke, Movement, you and 2 allies within 10’ move 10’ away from enemy

Once per day you can shapeshift into a beastly form and gain the use and benefits of primal claws, +2 primal weapon damage, for 5 minutes. As well as the following Benefits: Fly-Channel 3, Movement 10’ in any direction. Land at end. Primal Hide: Channel 3, Hide, does not need cover

Encore

Specialization: Sonus

Once per day you gain, Invoke, 1 Sonus performance ability immediately for free.

Empyrial Focus

Specialization: Hallowed

Once per day, deal base hallowed, take minimal from Vile, 5 minutes

5

Divine Beacon

Skill

Spell, Stance, Each target who touches you can heal amount based on your focus once, for 5 min. In addition, they can also each choose to heal one broken limb.

5

Miraculous Resplendence

Skill

Spell, AOE, up to 3 targets heal all health, cannot heal self with this skill

While Hidden, may move to a shadow or cover within ’10 and remain Hidden

(Medium and Light armor only) (Requires Hide skill)

2

Craft Simple Tags

Skill

RP 1 minute, fold paper into origami or other simple papercraft. Create a trinket that allows the holder a one time use of one tier 1 body or common skill that is specified when making the trinket. The creator must know the skill. Using the skill expends one of the user’s tier 1 skills per recoup. Trinkets last until the end of the period they were made.

Requires Strength. Aid another crafter during their crafting process. Must roleplay entire duration of the other caster’s crafting time. Decrease amount of time required by 25%. (Does not stack)

4

Leave no one behind

Skill

5 second RP in order to lift willing target to their feet, can be carried with their arm around your shoulder while running up to 20’, target can defend if conscious but not attack, Caster can attack but not defend (Requires Carry skill)

6

Linguist III (Language Name)

Passive

Prerequisite: Linguist II, Able to learn through RP 30 minutes in game to be able to read, write, and speak, ONE rank 3 language, purchasable multiple times

Prerequisite: Linguist IV, Able to learn through RP 50 minutes at event to be able to read, write, and speak, ONE rank 5 language.

Outfitter

Outfitter’s Kit

Using a kit an outfitter may craft cloth, leather, or metal objects. Tailors weave fibers into cloth, tanners tan hides into leathers, and smith’s refine raw ore into ingots. You may choose one source material for free, and buy additional source materials with build.

Crafting:

After gathering the appropriate materials to match the schematic you wish to craft, you must roleplay working with your kit for one minute per tier of the object you wish to create with the schematic on hand. If you are interrupted during this time, the materials are not wasted, but you must begin the process anew once you return to your crafting. The tier of the materials must match the tier of the schematic. Once you are finished, you may show your expended materials to the quartermaster or another martial, who will subtract the resources for you and give you a signed item card for the new item. Note that armor must be repaired after 3 months of taking damage.

While crafting, an outfitter may choose to make an object out of 2 different materials of the appropriate type, granting the object the special abilities of both materials. However, now the object requires both of the materials to be used in full to repair it.

2

Attention to Detail

Skill

Outfitter can look at a piece of armor and determine the amount of AP it has.

2

Field Splint

Skill

Body Buff, 10 second RP, broken limb is usable for 5 minutes

2

Needlepoint

Skill

Strike, Pain

3

Weak Point

Skill

Weapon Strike, Sunder

3

Apply Patch

Skill

Strike, RP 5 seconds, target restores 3 AP

Insight 6

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

4

Constitution III

Gain +2 Health

5

Favored Materials (Tier 3)

Passive Requires Favored Materials (Tier 2)

Once per period, you need 1 less of a tier 3 material while crafting an item, to a minimum of 1

Place a spell packet on the ground. Everyone except the outfitter within 5’ of the packet suffers a slow effect until they leave the radius. When the packet is moved, the effect ends.

4

Efficient Repair

Skill

When repairing an item crafted by the outfitter, the amount of resources required to repair that item is halved (rounded up)

Insight 10

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

6

Constitution V

Gain +2 Health

5

Tailor’s Maker’s Mark

Tailor

When crafting an item, the tailor may select one effect from the tailor’s maker’s mark list that can be applied to any items matching their type:

Soak, Captivating, Plain, Sneaky, Tailor Made

5

Tanner’s Maker’s Mark

Tanner

When crafting an item, the Tanner may select one effect from the tanner’s maker’s mark list that can be applied to any items matching their type:

Light, Hidden Pockets, Melding ,Tanner Made, Chem Resistant

5

Smith’s Maker’s Mark

Smith

When crafting an item, the Smith may select one effect from the smith’s maker’s mark list that can be applied to any items matching their type:

Sharp, Extra Socket, Balanced, Durable, Smith Made

7

Favored Materials

(Tier 5)

Passive Requires Favored Materials

(Tier 4)

Select 1 tier 5 material upon purchase of this passive. When crafting with that material you need 2 less to a minimum of 1

5

Inferior Craftsmanship

Skill

Strike, AOE, target and up to 2 additional targets suffer a sunder effect on object of outfitter’s choice

5

Restore Armor

Skill

Strike, RP 5 seconds, restore 7 AP

5

Speedy Crafter

Skill

Halve the time of your next crafted item (To a minimum of one minute).

Makers Mark List

Tailor

Soak: Mitigate from Element once per recoup

Captivating: 1 use of captivate per recoup

Plain: 1 use of Blend in per recoup

Sneaky: 1 use of Hide per recoup

Tailor Made: Once per period, -1 minute to Tailor crafting,

Tanner

Light: +5’ to Movement skills, +5’ to Knockback skills

Hidden Pockets:

1 use of hidden pockets per recoup

Melding: 1 use of Hide per recoup

Tanner Made: -1 minute to tanner crafting, once per recoup

Chemical Resistant:

-1 minute to Alchemist crafting, once per recoup

Smith

Sharp: +1 Damage for 5 minutes, 1 per recoup

Extra Socket (Used to add gems which give effects)

Balanced: Defend against Disarm once per recoup

Durable: defend against a sunder once per recoup

Smith Made: -1 minute to Smith crafting, once per recoup

Alchemist

Alchemists use various ingredients gathered from the land to make potions, oils, and dusts that can heal, poison, enhance and have other strange effects. In order to do this they must first find ingredients and then experiment with them to determine what they do.

Tools

Every alchemist starts off with a mortar and pestle as well as a field journal to keep track of their research. Crafters are responsible for maintaining and bringing these tools to game and will not be able to craft at an event without it.

Discovering What Ingredients Do and the Field Journal

You can discover what new ingredients do in two ways. You can consume one portion of an ingredient to discover its effect by experiencing that effect on yourself. You can also create a potion with the new ingredient, though this may result in a dud if it contains the wrong combination of ingredients.

Each ingredient has primary, secondary, tertiary and quaternary effects. Some ingredients also have a 5th effect that can be used to enhance a potion. As you put more insight into alchemist you will be able to access more effects. When you learn the effects of an ingredient you log that in your field journal. You must unlock the effects in sequential order starting with primary and proceeding through secondary, tertiary, and finally quaternary. The effects of an ingredient you have discovered can be shared with other crafters or you can keep it to yourself.

Crafting Potions and Other Alchemical Items

Mortars & pestles are used to make potions and other alchemical items. Your mortar has 6 slots but only the first is available to you at insight 1. You can unlock additional slots for more advanced crafting by investing insight in the alchemist crafting tree. Using higher numbered slots allows you more portions and to use secondary, tertiary, or quaternary effects from an ingredient and to add enhancements. The table below shows which slots can be used for which effects.

To use your mortar & pestle place an ingredient in the slot that corresponds to the ingredient’s desired effect. Each slot can have up to 5 portions and more portions enhances the effect. If using multiple slots, the number of ingredients put in each slot must be equal, with the exception of enhancement ingredients*. Then you must RP crafting for 1 minute per slot until a maximum of 4 minutes. Once you are done, show your recipe to a martial. They will take your expended resources and give you an item card with the effects of your crafted item. Potions last up to 3 events.

*Enhancement ingredients alter the nature of the potion itself and not the effects a potion can have. The number of enhancement ingredients needs to match the largest number of portions in one slot.

Toxicity and Drinking Potions

You must roleplay drinking each potion. It must take at least 1 second per potion. The average person can only drink 3 medicinal and/or alteration potions per recoup. You cannot take any more without using a cleanser. If you take a 4th potion, you take the effect of that potion, but you fall unconscious.

Effects:

Ingredients have a primary effect as well as hidden effects. An ingredient’s effects can only be used by a crafter and all crafters have access to an ingredients primary effect. A single ingredient can have a maximum of five different effects.

Medicinal Effects

Poisonous Effects

Alteration effects

Healing: +1 health

Strength: 0.2 damage with next attack rounded down

Cleanser: removes effect from oils if effect has not been used, and and removes toxicity from drinking too many potions

Cure Disease: 0.2 cure disease based on rank

Sleep: effect for x duration

Numb: disables limb for x duration

Poison: -1 health

Blind: effect for +1 second duration

Weaken: -0.2 damage with next attack

Deafen: target cannot be affected by verbal skills +1 second

Silence: effect for +1 second duration

Stun: effect for +1 second duration

Pain: effect for +1 second duration

Fortify Compulsion: +1 resistance to mind effects

Compulsion: -1 resistance to mind effects

Slow: effect for +1 second duration

Invisible: effect for +5 second duration

Detect life: sense nearby living creatures for +1 second

Fear: effect for +1 second duration

Rage: effect for +1 second duration

Enhancements:

Some ingredients do not have an effect but instead enhance or change the effect or property of another ingredient when combined. Adding these to your crafting can drastically change how the item works.

Oils

Allows you to coat a weapon with a poison

Preserve

Extends the life of a potion

Dust

Allows you to turn a potion into an up close airborne

Mask

Allows you to mask the effects of a poison in a drink

Insight 1

Cost

Name

Type

At Insight 1 gain a use of Mitigate

1

Potency I

Passive

Gain the ability to use 2 portions while crafting

3

Alchemists Stomach

Passive

Once per recoup, ignore the effect of an ingredient through research done by ingestion

1

Mints my words

Skill

RP burping to a target within weapons distance they take a stagger

2

Cold Press

Skill

Able to enhance a potion into an oil (instantaneous effect for combat only lasts for 10 sec)

2

Empty bottles

Skill

Packet strike, target takes a stun

Insight 2

Cost

Name

Type

2

Vitality I

Passive

Gain +1 health

2

Healer

Healer

Can create healing potions for 1 less ingredient(only for 1 slot)

2

Poisoner

Poisoner

Can create poison potions for 1 less Ingredient (only for 1 slot)

2

Alterationist

Alterationist

Can create alteration potions for 1 less ingredient(only for 1 slot)

2

Alchemical Knowledge I

Passive

Gain the use of a second slot while crafting with your mortar and pestle

2

Delectable Effect Knowledge

Passive

Gain the ability to learn secondary effects through research

Insight 3

Cost

Name

Type

At Insight 3 gain an extra use of Mitigate

3

Potency II

Passive

Gain the ability to use 3 portions while crafting

3

Alchemic Resilience I

Passive

Gain the ability to ingest 5 potions per recoup

2

Thicket

Skill

Buff, While outdoors, Using this skill or during the skill Hide you can call Thicket and target takes a Pain effect in order to discover you

2

Smashing

Skill

Packet, Throw a packet on the the ground to create a smoke bomb effect. The alchemist is considered hidden and can move up to 5 feet without breaking the hide effect.

3

Alchemist’s Tongue

Passive

Once per recoup, Able to determine how many different effects a potion has by sipping it. The potion is not consumed.

Insight 4

Tier

Name

Type

3

Vitality II

Passive

Gain +1 Health

2

Keen Healer

Passive

Requires Healer

Gain 5 aloe once per event during your hex action. Must have submitted your hex action on time.

2

Keen Poisoner

Passive

Requires Poisoner

Gain 5 foxglove once per event during your hex action Must have submitted your hex action on time.

2

Keen Alterationist

Passive

Requires Alterationist

Gain 5 ghoulshroom once per event during your hex action Must have submitted your hex action on time.

3

Alchemical Knowledge II

Passive

Gain the use of a third slot while crafting in your mortar and pestle

3

Delectable Effects Knowledge II

Passive

Gain the ability to learn tertiary Effects through research

Insight 5

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

At Insight 5 gain an extra use of Mitigate

3

Potency III

Passive

Gain the ability to use 4 portions while crafting

4

Alchemists Skin

Passive

Once per recoup, negate a pain

4

Alchemists Stomach II

Passive Requires Alchemists Stomach I

Once per recoup, ignore a secondary effect from an ingested ingredient through research done by ingestion

5

Alchemists Nose

Passive

Once per recoup, able to determine how many different effects an ingredient has by smelling it, and determine what ingredients are in it

3

Distill

Skill

RP 1 minute at the time of crafting, able to preserve a crafted potion for 6 months instead of 3 months,

2

Stink Bomb

Skill

Packet strike, target RPs gagging, takes pain

Insight 6

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

4

Vitality III

Passive

Gain +1 health

3

Healer’s Draught*

Requires Keen Healer

Once per recoup, +2 healing from a healing potion stored in you healer’s draught

RP 5 minutes while crafting, Able to enhance a potion to last one year

5

Dust Cloud

Skill

RP 5 seconds turning a potion to dust

Insight 10

Tier

Name

Type

Delivery/Description/Effect/Range/Duration

6

Vitality V

Passive

Gain +1 Health

5

Trust me it's Delicious

Skill

Able to mask a potion in a drink. The target takes a compulsion from the smell and must take the drink. The target RPs the drink smelling amazingly delicious.(Defendable with Block, or a defense against compulsion.)

5

Delayed Release

Requires Skilled Healer

Body Buff, deliver a healing only potion to a target, target can delay the effects of the potion until they call upon it by calling “Delayed Potion,” and declare effects of potion

5

Cobra Strike

Requires Skilled Poisoner

Buff, strike with poison on your blade. Poison is not considered spent if blocked and you may strike again.

5

Altered State

Requires Skilled Alterationist

Use an alteration potion on yourself, Aoe 2 additional targets, effect based on the potion you used, the effect lasts for the duration of the potion used

5

Alchemic Resilience III

Passive

Gain the ability to ingest an unlimited amount of potions

6

Alchemical Knowledge V

Passive

Unlocks the 6th and final slot and allows you to double enhancements while crafting

Ritualist

Ritualists make a supernatural requests from the elemental forces around them. Striking a bargain with them requires an offering of themselves equivalent to the request.

When investing your 1st insight into the ritualist path you gain your first circle of power, and the word for your source as well as an understanding of the basic ritualist language. The circles of power represent the five ranks of skills that you will unlock. The source gem represents one of the fuel sources you can use to activate these abilities. The capacity of your source gem can be increased with passive abilities on this list. You may choose skills from both pathways of Syphon and Summoner, as long as you meet the requirements.

Sources

Fire

Ice

Earth

Lightning

Blood

Shadow

Tools (Phys Reps):

Ritual Tapestry, Journal, Source Gem

Ritualist

First Words of the Ancient

Knowledge

Know the word for your chosen source and lesser language of the ritualist

Gain a circle of power (rank 1) and 1 charge with your source gem

Insight 1

Cost

Name

Type

At Insight 1 gain a use of Mitigate

0

Channeling Power

Passive

Channel 10 count to fully recharge your source gem, a source gem that can be fully charged repeatedly through this method

2

Sense Ritualism

Passive

Use your source gem to sense if a word of power was used or if something is enchanted or warded(Cost: 1 charge)

1

Syphon Strike

Skill

Invoke, weapon strike, +1 weapon damage with source

1

Summoners Bolt

Skill

Invoke, Packet strike, 1 damage with source

2

Clouded Diffusion

Skill

Invoke, Packet strike, target takes knockback

Insight 2

Cost

Name

Type

4

Constitution I

Passive

Gain +2 Health

2

Pathway 1

Passive

Gain +1 damage with Enhances Syphon Strike and Summoner’s Bolt

2

Enchant (Path of the Syphon)

Enchanter, Passive

Use your source gem to enchant 2 weapons using the Ritual of Enchantment schematic on another player’s weapon, the weapon now swings the enchantments source damage, the amount of strikes is based on your level of circle of power(Cost 1 charge)

2

Mirror (Path of the Summoner)

Summoner, Passive

Use your source gem when you take damage that matches your source you can force the attacker to take that damage as well(Cost 1 charge)

Insight 3

Cost

Name

Type

At Insight 3 gain an extra use of Mitigate

2

Not just another rock

Passive

Once per recoup, sense the source of a crystal

3

Dispel

Passive

Dispel enchantments(weapons and armor). Your ability to dispel an enchantment is based on your level of circles for power. (Cost 1 charge per level)

3

Keen Eye of The Ritualist

Passive

Gain the ability to gather 5 lesser crystals once per event during your hex action if you submitted your hex action on time.

3

Minor Circle

Passive

Gain a minor circle of power (Rank 2) and 2 charges with your source gem

1

Severance

Skill

Invoke, Packet strike, target takes a disarm

2

Interruption

Skill

Invoke, Packet Strike, Silence

2

Beyond your comprehension

Skill

Spell, Packet Strike, target takes fear

Insight 4

Cost

Name

Type

4

Constitution II

Passive

Gain +2 Health

4

Pathway 2

Requires Pathway 1, Passive

Gain +1 damage with Enhances Syphon Strike and Summoner’s Bolt,

3

Perilous Pathways

Requires Enchant - Path of the Syphon, Passive

Use your Source Gem to enchant a trap with your source, bonus damage is based on your Pathway level

3

Mirror Bolt

Requires Mirror - Path of the Summoner, Passive

Use your Source Gem when you take damage that matches your source you can throw a packet that is equal to the damage you took, Instantaneous (Cost 1 charge)

Insight 5

Cost

Name

Type

At Insight 5 gain an extra use of Mitigate

3

Greater Dispel

Passive

Dispel sigils/wards(traps and doors). Your ability to dispel an enchantment is based on your Circles of Power,(Cost 1 charge per level)

3

Sigil

Passive

Use your source gem to create basic sigils which are traps imbued with your source. The maximum amount of sigils you can lay down at one time is equal to how many circles of power you have. Phsyrep of 10’ of yarn required. The first person to cross or touch the yarn takes damage equal to the max Pathway you have unlocked (Cost 1 charge).

3

Attuned

Passive

Gain another source gem

3

Greater Circle

Passive

Gain a greater circle of power (rank 3) and 3 charges with your source gem

RP 1 minute. Use your source gem to enchant 3 different weapons with charges from your source gem. The amount of strikes is based on your level of circle of power (Cost 3 charges)

3

Mirror Blast - Path of the Summoner

Passive

Requires Mirror Blast

When you take damage that matches your source you can force the attacker and two additional targets within 5ft to take that damage (Reqs source gem, Cost 1 charge)

Insight 7

Cost

Name

Type

At Insight 7 gain an extra use of Mitigate

2

Major Source

Passive

Gain a major circle of power (rank 4) and 4 charges with your source gem.

5

Rapid Channel

Passive

You can now channel a 5 count to recharge your source gem.

4

Greater Sigil

Passive Requires Abjuration

Use your source gem to create greater sigils which are traps imbued with your source. The maximum amount of sigils you can lay down at one time is equal to how many circles of power you have. Phsyrep of 10’ of yarn required. The first person to cross or touch the yarn takes damage equal to the max Pathway you have unlocked. All others in default AOE distance also take the damage. (Cost 2 charge). Greater Sigils can cause other sigils to go off.

4

Absorbing the Storm

Skill

When you would take damage from a spell the matches your source gem(s), defend against it and instantly recharge the corresponding source gem to full.

3

Nightmare

Skill

Invoke, target takes a fear (flight) effect

4

Displace Limb

Skill

Spell, packet strike, target takes a sever limb

Insight 8

Cost

Name

Type

4

Constitution IV

Passive

Gain +2 health

5

Pathway 4

Passive Requires Pathway 3

Gain +1 damage with Enhances Syphon Strike and Summoner’s Bolt

4

Nevermore

Passive

Use your source gem to create an area where mind skills cannot be cast. Only 1 nevermore can be active at a time. Phsyrep of 10’ of yarn in the shape of a complete circle required. (Cost 3 charges)

4

Weapon of Choice

Passive Requires Mirror Blast

Use your source gem to summon a weapon of your choice to do damage with your source, damage is based on your pathway level,(Cost 1 charge per strike)

Your source gems become a part of you and cannot be removed from your person.

5

This Is Permanent

Passive Requires Greater Sigil

Once per event, RP 5 min ceremony that imbues you with a ritual allowing you to perform it once a day instantaneously at the cost of 5 charges from your source gem. The ritual should be represented by a visible tattoo, i.e. hand, face or other visible part of the skin. Considered permanent until you perform this again. Requires all resource costs to be met during ceremony.

3

Cursed Object

Skill

Spell, Packet Strike, object cannot be picked up by magical or physical means for 60 seconds.

4

Ninth Gate

Skill

Stance, Packet Strike, The target mind user or ritualist with a matching source is stunned up to 60sec. The caster must stand in place and point to target. If either the caster or target takes damage the effect is broken.

4

Source Beam

Skill

Invoke, Packet Strike. Use your source gem to do X damage where X is the amount of charges left in you source gems. Using the skill depletes your source gems.

Stance, spell, create a ward that does not allow anything to pass through it, Phsyrep of 10’ of yarn in straight line, lasts for 5 minutes. The ward wall is visible but translucent.

5

Kingslayer

Skill, Requires Weapon of Choice

RP 15 sec gathering energy of your source, Buff, weapon strike, +10 source damage, if it is blocked both target and caster take a numb

5

Enchanter’s Focus

Passive, Requires Chosen

Use your source gem to enchant 3 different weapons with damage bonus from your pathway level for one strike (Cost 5 charges)

STARSIGNS

Each god is represented by an astrological sign. You will be given the option to pick from a deck of cards and whichever one you pull determines your star sign and grants you a unique star sign skill. If you do not wish to use the first one you pick, you have the option to draw a second time, but must take the second drawn card. This is not necessarily the god you worship, but it represents which god has taken an interest in you.

Wry ​– Foresight: Once per event, you may re-try at something that had a random outcome, like rolling a die or picking a card.

Brume​ – Mist form: Once per event, you are considered invisible for 15 seconds.

Solace​ – Meld with tree: Once per event, you may meld with a tree for 5 minutes, rendering yourself hidden and immune to damage. If the tree is destroyed, you appear within arm’s length of it.

Finis​ – Death Sympathy: Once per event, touch, pause a target’s death count for as long as you remain in contact with them, the target regains consciousness but may do nothing but speak for the duration.

Stalk​ – Quarry: Once per event, track and see hidden vs one target.

Trance​ – Drinking Buddy: Once per event, share a drink with one willing player. You and the other player may not attack each other for the event, even if compelled.

Writ​ – Truthbringer’s Might: Once per event, strike an item and choose to sunder OR immediately repair the item.

Fate​ – Fated Exchange: Once per event, select a component of tier 1-5 and receive a different component of the same tier instead. You must already have one of the desired component.

Rulebook 2.0 Errata

Crafing:

Outfitter:

Fibrous, Hide, and Ore Knowledge II and III are now usable once per period.

All Outfitter skills are stopped by Block. Players defend other crafting skills and Common skills depending on how the skill is delivered. Ie. weapon strike defended by Block, packet strike defended by Ward.